working with angles

Discussion in 'Mapping Questions & Discussion' started by Passerby, May 1, 2010.

  1. Passerby

    Passerby L2: Junior Member

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    hi im fairly new to mapping for source but have some goldsrc experience, but one of the issues i have right now it that a bridge and a building in my map go on a angle to the to the 16 to 32 unit grid im using, and i havent really found a better way of working with it than creating elements on the grid and guessing about the size and rotating them after the fact.

    so really i just want to know how other people get around the problem of working on brushes that are on angles like this, it would be nice if there was a way to work with a relative xyz axis and grid on rotated objects but i know that not going to happen.
     
  2. Jakkarra

    Jakkarra L4: Comfortable Member

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    The easiest way to deal with a problem like that is to use the vertex edit tool, it'll allow you to easily fit your ramp quickly and painlessly.
     
  3. Passerby

    Passerby L2: Junior Member

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    ah so just make the brush to the grid close to the size and pull the vertices on both ends to meet up with where i want to to go
     
  4. YM

    aa YM LVL100 YM

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    Ratios. 1:2, 2:3 1:1 1:4 and so on then just use the vertex edit tool.
     
  5. Tapp

    Tapp L10: Glamorous Member

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    If valve introduces support for instances, you can just use a seperate instance and suddenly working on an angle becomes really easy!
     
  6. Karnage

    Karnage L3: Member

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    I used trigonometry to make track props parallel to my slope but that's because I'm a massive geek :cool1:
     
  7. Passerby

    Passerby L2: Junior Member

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    or of they would make brush translations work more like they do in 3d modeling software where the whole project has it's XYZ axis and individual objects have there own XYZ axis that are relative to there potion and rotation.

    but what ever i just used the vertex tool for the bridge than just made the building else where in the map to the grid and placed and rotated after the fact
     
  8. Pocket

    aa Pocket func_croc

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    That's pretty much the only way to do it, I think, besides rotating manually and trying to get it as close as possible. Which is just fine for one prop but awkward for tracks that have to line up with the ground and each other at the same time.

    It's funny, actually. The only time I've ever had to use trig outside of math classes so far is mapping.